using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using Microsoft.Xna.Framework.Content.Pipeline;
using Microsoft.Xna.Framework.Content.Pipeline.Serialization.Compiler;


namespace Animation
{
    [ContentTypeWriter]
    public class SpriteTypeTypeContentWriter : ContentTypeWriter<SpriteType>
    {
        protected override void Write(ContentWriter output, SpriteType value)
        {
            output.Write(value.Name);
            output.Write(value.IconAsset);
            output.Write(value.Width);
            output.Write(value.Height);
            output.Write(value.CollisionData);
            output.Write(value.BotName);
            output.WriteObject<List<AnimationState>>(value.StateList);
            output.Write(value.CurrentState);
        }

        public override string GetRuntimeReader(TargetPlatform targetPlatform)
        {
            // TODO: change this to the name of your ContentTypeReader
            // class which will be used to load this data.
            return typeof(SpriteTypeContentReader).AssemblyQualifiedName;
        }
    }
}
